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Something's Not Right


-=HipKat=-

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New computer running great.

 In ET, graphics look good. Movement through the maps is smooth, seems faster than on my old computer but I'd expect that with a much better GPU, etc. Getting 250 FPS, steady. Once in awhile it'll flicker, but it's really steady most of the time. Lagometer is perfect. 20 Snaps, no spikes, both lines smooth and steady. Add in my 22 ping and I should be killing it but......!

 

2 Problems.

 

1, almost everyone I spec, I see the Connection Error and I wonder why. Is it because in spec, the game is trying see that player at 250 FPS?

2, My shooting is horrible. I can't hit anything. I'm looked around my CFG, but I don't know a lot of what I'm looking at. I've played with Sensitivity and DPI, checked Windows mouse settings. It's not that my mouse is wild, I'm just not getting hits. I can't stay on target or follow when I'm shooting.

My acc is down to the mid 20's suddenly :( With a 32" Screen now, is 40 too small for Crosshair size? I just can't figure it out.

 

I'm attaching my CFG if anyone wants to look around.

 

17-8700K

16Gb DDR4 Ram

Asus GTX 1080 Turbo GPU

32" Moniter

1Gb internet LAN - DL 919Mb/s - UL 203Mb/s

hkjm.cfg

Edited by -=HipKat=-
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I'm betting you're overloading the framebuffer. I'd try lowering your FPS down to something reasonable, like 144, 125, 90, 76, 71, etc.

Edit: I should also ask... what's the output of /meminfo when this is occurring?

Edited by Xernicus
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I'm betting you're overloading the framebuffer. I'd try lowering your FPS down to something reasonable, like 144, 125, 90, 76, 71, etc.

Edit: I should also ask... what's the output of /meminfo when this is occurring?

Not sure, how do I find out?

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Not sure, how do I find out?

The way you'd check your memory usage would be to open your console, and simply type /meminfo. :)

 

I don't think it's a lack of memory... but I have seen it cause what you're experiencing. Just glancing at the values set in your config, I don't think you're running into that problem.

In addition, if you haven't already, make sure you've got a profile for et.exe under 3D settings in your Nvidia Control Panel, and disable Threaded Optimization for the game.

 

But I honestly you've just run up against the limitations of the engine and it's rendering with maxfps being so high. It's 19 years old- they never imagined that people would be still playing this game on such modern hardware.

If you keep running into this problem after dropping the com_maxfps, there's something to look into for sure. But that would be the first thing I'd try, and also check up on that threaded optimization setting.

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Didnt you mention a little while ago that you switched to se big tv screen?

 

Tv's are known for having big input lag which could definitely result inability to aim well

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Also with this screen, what is the max refresh rate of it? You might have it set too low/high in your cfg. 

 

Check this value from your cfg and set it to equal your screens maximum value: set r_displayrefresh "60"

 

And what is said above, no reason to go higher than 125 fps, no matter how fancy pc you have, et will always be too shit for it :D

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Not sure, how do I find out?

]/meminfo
536870912 bytes (512.00 MB) total hunk
 25165824 bytes ( 24.00 MB) total zone

        0 bytes (  0.00 MB) low mark
  4902784 bytes (  4.68 MB) low permanent
  4985024 bytes (  4.75 MB) low temp
 21960296 bytes ( 20.94 MB) low tempHighwater

        0 bytes (  0.00 MB) high mark
 44721344 bytes ( 42.65 MB) high permanent
  1309768 bytes (  1.25 MB) high tempHighwater

 49624128 bytes ( 47.33 MB) total hunk in use
 17057512 bytes ( 16.27 MB) unused highwater

  3463660 bytes (  3.30 MB) in 4012 zone blocks
                0 bytes (  0.00 MB) in dynamic botlib
          1447364 bytes (  1.38 MB) in dynamic renderer
          2016296 bytes (  1.92 MB) in dynamic other
            99896 bytes (  0.10 MB) in small Zone memory

]/condump meminfo(spec=capuzzo)@jay1#180218.rtf

Same numbers, whether as a spectator or as a dead axis flamer during Capuzzo on Jay#1... 1/3 full of players...

 

536870912 bytes (512.00 MB) total hunk
 25165824 bytes ( 24.00 MB) total zone

        0 bytes (  0.00 MB) low mark
  4902784 bytes (  4.68 MB) low permanent
  4985024 bytes (  4.75 MB) low temp
 21960296 bytes ( 20.94 MB) low tempHighwater

        0 bytes (  0.00 MB) high mark
 44721344 bytes ( 42.65 MB) high permanent
  1309768 bytes (  1.25 MB) high tempHighwater

 49624128 bytes ( 47.33 MB) total hunk in use
 17057512 bytes ( 16.27 MB) unused highwater

  3463660 bytes (  3.30 MB) in 4012 zone blocks
                0 bytes (  0.00 MB) in dynamic botlib
          1447364 bytes (  1.38 MB) in dynamic renderer
          2016296 bytes (  1.92 MB) in dynamic other
           100036 bytes (  0.10 MB) in small Zone memory


]/condump meminfo(deadAxisFlmaer1=capuzzo)@jay1#180218.rtf

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Spread

Spread is responsible for at least 99% of hit misses even if your aim is right on your opponent. I know some might argue about spread control and I'll address that in the following lines. First off, let's examine spread as it's implemented in ET. Imagine a circle around your crosshair as a region of equal probability that represents all the possibilities where your shot might land (The following is best understood if you ever played with cg_crosshairPulse 1 or cg_drawSpreadScale 2).

 

Movement affects spread

-Crouching equals to half the spread

-Being in "free fall" equals to twice the maximum spread (as in jumping)

-Proning equals to the MAXIMUM spread for the first second due to recent restrictions then decays to half the spread

-Player velocities will affect scoped weapons spread*

-Looking around affects spread This is seriously broken and I've proved that already*

 

*Velocities have a zero effect on spread for unscoped weapons.

 

*Turn spread is inversely proportional to the positive difference of FPS and mouse rate. In english, this means, that having MORE fps as mouse rate will result in LESS turn spread and favor the player over equally skilled players. You can achieve zero turn spread by having twice or more FPS as mouse rate. As a simplified explanation, imagine that for each time you move your mouse, your spread increases, and that during the time that you don't, your spread decreases. Now think of it in terms of "Frames" and "Mouse Inputs".

-Having same or more mouse inputs per FPS results in an increasing spread

-Having less mouse inputs than FPS results in some frames not having a mouse input, which equals to a reduction in spread

-Having half the mouse inputs as FPS results in all even frames increasing the spread followed by all odd frames decreasing the spread; which results in zero turn spread.

 

Recoils

Recoils are the actual crosshair displacement from shooting off pistols and scoped weapons. They are heavilly affected by FPS but are not proportional to FPS. Much testing and experimenting resulted in the discovery that the smallest recoils would occur at 71 FPS while the biggest recoils would occur at 333 FPS. Some values come close to both such as 76 FPS leading to slightly more recoils than 71 FPS while 50 FPS leading to slightly smaller recoils than 333 FPS.

 

Source: http://www.crossfire.nu/articles/view/id/282

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Also with this screen, what is the max refresh rate of it? You might have it set too low/high in your cfg. 

 

Check this value from your cfg and set it to equal your screens maximum value: set r_displayrefresh "60"

 

And what is said above, no reason to go higher than 125 fps, no matter how fancy pc you have, et will always be too shit for it :D

Yeah, my CFG has it set to 60 and I dropped my max FPS to 150

 

Here's my meminfo

 

]/meminfo
201326592 bytes (192.00 MB) total hunk
 25165824 bytes ( 24.00 MB) total zone
 
        0 bytes (  0.00 MB) low mark
 25988512 bytes ( 24.78 MB) low permanent
  8038744 bytes (  7.67 MB) low tempHighwater
 
        0 bytes (  0.00 MB) high mark
      384 bytes (  0.00 MB) high permanent
    82624 bytes (  0.08 MB) high temp
  7559900 bytes (  7.21 MB) high tempHighwater
 
 25988896 bytes ( 24.78 MB) total hunk in use
  7559516 bytes (  7.21 MB) unused highwater
 
  2703988 bytes (  2.58 MB) in 3266 zone blocks
                0 bytes (  0.00 MB) in dynamic botlib
          1184084 bytes (  1.13 MB) in dynamic renderer
          1519904 bytes (  1.45 MB) in dynamic other
            96636 bytes (  0.09 MB) in small Zone memory
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From that article: 

 

Bob has 1 hp and is running away from a high pinger shooting at him. So he sees a corner and rushes to it and "feels" safe for 200 ms then dies. But let's see it in Alice point of view. He sees Bob and shoots him. Bob runs away towards a corner while Alice keeps shooting AT Bob. The last shot Alice did was when Bob was about to hide behind the wall but because Alice bullet takes 200 ms to reach the server, Bob "feels" safe for that 200 ms then dies. IF you think this is UNFAIR towards Bob, let's think of Alice of a low pinger and repeat this little experiment.

 

This happens to me ALL the time and I never understood why some higher ping (mine is normally 23 on Jay 1) is killing me after I've ducked around a corner

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drop your max fps  to 125 and it will fix must of your problems  ET is just not made to run 250  fps or  me myself can run ET with  333 fps no problem  but others  that you are spec the  connection line above there head is from  there low fps  if you pick the one with the lows  ping you see that even at 250 fps they still have it that  from your FPS being higher then there fps what i have in my CFG is this 

 

 

/////////////////////////////////////////////////////////////////
// FPS toggle
// toggles FPS between 125, 250 & 333
// binds "H"
/////////////////////////////////////////////////////////////////

set fps125 "echo FPS set to 125!; seta com_maxfps 125; set switch_fps vstr fps250"
set fps250 "echo FPS set to 250!; seta com_maxfps 250; set switch_fps vstr fps333"
set fps333 "echo FPS set to 333!; seta com_maxfps 333; set switch_fps vstr fps125"
set switch_fps "vstr fps125"
bind "H" "vstr switch_fps"

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drop your max fps  to 125 and it will fix must of your problems  ET is just not made to run 250  fps or  me myself can run ET with  333 fps no problem  but others  that you are spec the  connection line above there head is from  there low fps  if you pick the one with the lows  ping you see that even at 250 fps they still have it that  from your FPS being higher then there fps what i have in my CFG is this 

 

 

/////////////////////////////////////////////////////////////////

// FPS toggle

// toggles FPS between 125, 250 & 333

// binds "H"

/////////////////////////////////////////////////////////////////

set fps125 "echo FPS set to 125!; seta com_maxfps 125; set switch_fps vstr fps250"

set fps250 "echo FPS set to 250!; seta com_maxfps 250; set switch_fps vstr fps333"

set fps333 "echo FPS set to 333!; seta com_maxfps 333; set switch_fps vstr fps125"

set switch_fps "vstr fps125"

bind "H" "vstr switch_fps"

I see that on people with 169 ping, even. I'm gonna try 150 FPS and here's my HWmoniter info, if that helps

HWMonitor.txt

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I see that on people with 169 ping, even. I'm gonna try 150 FPS and here's my HWmoniter info, if that helps

why 150? If you want to run your game optimally you need to choose a max_fps that in the range of round_down(1000/N) where N is a positive integer. A small theoretical list:

 

1000/1=1000

1000/2=500

1000/3=333

1000/4=250

1000/5=200

1000/6=166

1000/7=142

1000/8=125

1000/9=111

1000/10=100

 

Some special ones:

1000/13=76 (default option)

1000/14=71 (recoil script)

1000/23=43 (default option)

 

next step: maxpackets. Your max packets value should always be in the range of round_up(maxfps/N) where N is again a positive integer value. Optimally you would want to use 125 maxpackets on a 125 maxfps but ET doesnt support anything above 100 maxpackets.

Therefore if you want to make optimal use of your bandwidth you should either:

 

com_maxfps 125; cl_maxpackets 63

com_maxfps 100; cl_maxpackets 100

 

All of this is assuming you have stable fps and this also partially explains how an unstable fps afffects your gameplay since your max_packets doesnt adjust to your constant change in fps. However if you make optimal use of your bandwith (defined by /rate as well) you will have a better shot at keeping your fps stable

Edited by Dest!Ny
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